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Ark Dev Kit : Features request [New Procedure 4/11]

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    I'd be happy with it actually, you know... working every time i open it. I haven't been able to successfully open the engine in about 4 days now.

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      Xbox Live Cross-Network with PC and PS4 would be very welcome : https://forums.unrealengine.com/show...007#post493007

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        Changing Attack Infos and performing new attack gives crash in PIE http://pastebin.com/VJT9Mph4
        1. What I'm doing is changing the anim blueprint/Attack Infos with matching animations for anim blueprint. I tried replicating with no success.

        For now it seems attack info can only be set in the construction script, changing a live dino's Attack Info you must duplicate/spawn it again
        Last edited by npcSwords; 03-20-2016, 05:06 AM.
        Mods: NPC Bush Peoples V6


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          STILL NO ROOM FOR ADDITIONAL POST PROCESSING EFFECTS SO MODS ARE STACKABLE WITHOUT NEED OF TC GET ON THIS >>>>>>>SOOOOOO EASY TO IMPLEMENT I CAN EVEN MAKE THE CORE C ++ FILES YOU NEED TO MAKE IT HAPPEN GET ON THIS STUDIO WILD CARD<<<<<<< WAITING SINCE LAST OCTOBER FOR SOMETHING THAT WOULD LITERALLY TAKE TWO HOURS OF CODE TIME AND ADDING THIS WILL ALLOW FOR MUCH MORE UNIQUE MODS WITH BUFF THAT DO MORE THAN STAT INCREASES! Your death and poison PROCESSING EFFECTS SUCK AND COULD BE MUCH BETTER...... ADD THIS FEATURE AND LET THE MODDERS MAKE BETTER PP EFFECTS FOR YOU!
          My Mods: WIP: Tactical Helmet WIP: Tactical Helmet w/ nightvision

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            Yes because nothing says "I have a feature request that I'm going to convey in a civil manner" more than an all caps post berating the Devs on their priorities...

            -WM
            Workshop: My Workshop
            ARK Modding Discord Admin: Join here!

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              As promised, I got these added to a spreadhseet. I'm going to add a priority to these in hoped to try and get attention to things that are heavily requested. I'd love to hear your feedback! As always, I'll continue to add to this list as time goes on.

              https://docs.google.com/spreadsheets...it?usp=sharing
              Wildcard Mod Liaison | Creator of Primitive+ Survival

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                Originally posted by DragunWulf View Post
                STILL NO ROOM FOR ADDITIONAL POST PROCESSING EFFECTS SO MODS ARE STACKABLE WITHOUT NEED OF TC GET ON THIS >>>>>>>SOOOOOO EASY TO IMPLEMENT I CAN EVEN MAKE THE CORE C ++ FILES YOU NEED TO MAKE IT HAPPEN GET ON THIS STUDIO WILD CARD<<<<<<< WAITING SINCE LAST OCTOBER FOR SOMETHING THAT WOULD LITERALLY TAKE TWO HOURS OF CODE TIME AND ADDING THIS WILL ALLOW FOR MUCH MORE UNIQUE MODS WITH BUFF THAT DO MORE THAN STAT INCREASES! Your death and poison PROCESSING EFFECTS SUCK AND COULD BE MUCH BETTER...... ADD THIS FEATURE AND LET THE MODDERS MAKE BETTER PP EFFECTS FOR YOU!
                I heard you loud and clear I'll get this added to the request list.
                Wildcard Mod Liaison | Creator of Primitive+ Survival

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                  Ability to set custom quantity for the option "additional items to give when crafted". As of right now each item listed in the array is only given in the quantity specified in that item's "Item Quantity" field. In order to get more you can list the item multiple times, but can only get multiples of the default value with this loophole.
                  Kronos' Trade Center | http://steamcommunity.com/sharedfile.../?id=603370998

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                    Brush size hotkey working with foliage paint brush, not just sculpt brush. It would save some time when you have a long list of foliage, so you don't need to keep scrolling up the window to change the paint brush size.

                    Along the same lines a hotkey for tool strength on the sculpt brush as well as the landscape paint brush would also be nice (there might actually be one, but I haven't found it yet.)
                    Last edited by Nanobot; 03-27-2016, 02:16 PM.
                    Download my ARK map "Roraima" now! http://steamcommunity.com/sharedfile.../?id=547828060
                    2nd place mapping category winner in the ARK international modding contest!

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                      I would like to see a "bool" input added to the "InitOptionBool" node like the other ones have(float, int, etc). It's missing which means that we can't write bool the GameUserSettings.ini file.

                      Click image for larger version

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                      Creator of Tribe Wars and LD @ DICE

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                        Can we get a little bit of a redundancy checking for the cook process?

                        By this I mean a cook will say it completed successfully, people go to upload and that "completes" successfully, but then they found out their mod isn't working in-game because some, most or all of their files didn't actually cook(the latter they don't find out until they come to the forums or Discord asking why their mod isn't working). Would it be possible to do a check either at the start of the cook process or when it "completes" to display actually how many files it will/has cooked and outputted - perhaps on the "Successful" pop-up and in the log window or something - as a tiny means of spurring people to begin self-diagnosing/troubleshoot their issues?

                        -WM
                        Workshop: My Workshop
                        ARK Modding Discord Admin: Join here!

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                          Originally posted by WoefulMacabre View Post
                          Can we get a little bit of a redundancy checking for the cook process?

                          By this I mean a cook will say it completed successfully, people go to upload and that "completes" successfully, but then they found out their mod isn't working in-game because some, most or all of their files didn't actually cook(the latter they don't find out until they come to the forums or Discord asking why their mod isn't working). Would it be possible to do a check either at the start of the cook process or when it "completes" to display actually how many files it will/has cooked and outputted - perhaps on the "Successful" pop-up and in the log window or something - as a tiny means of spurring people to begin self-diagnosing/troubleshoot their issues?

                          -WM
                          Hey WM, is there any way to reproduce this consistently? I'd like to see if we could do something about this and making sure everything is cooking. I haven't had this problem myself. Any info you can provide would be helpful. Thanks!


                          -Ced
                          Wildcard Mod Liaison | Creator of Primitive+ Survival

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                            Originally posted by ComplexMinded View Post
                            Hey WM, is there any way to reproduce this consistently? I'd like to see if we could do something about this and making sure everything is cooking. I haven't had this problem myself. Any info you can provide would be helpful. Thanks!


                            -Ced
                            Sure, just don't link things together properly and they won't cook! Haha.

                            My suggestion is really an ease-of-use enhancement I guess, and a means at trying to help those who haven't really done much in the DevKit yet and don't know about references, the Reference Viewer or really how to use it effectively and things like that, to try and get them to go digging a little bit as with no official documentation or really laid out and extensive but digestible tutorials or overview of what does what, what this or that means, when this should be used over that or what the DevKit does or can do(and I think that really should be better suited to WC arranging as there's a lot to cover with the Editor and no one person knows what WC do as they use it every day to a much more intensive extent than modders), etc., etc.. Hell, or even to just provide a subtle reminder if there's a discrepancy to any who know how to do all this correctly the first time through as we can always make mistakes and forget about things.

                            I think something like a check in the process - if it's possible - to count the files in a mod folder when it goes to cook, goes through the cooking process and spits out a warning or something along the lines of 'x' amount of files found, 'x' amount actually cooked on the "Job Successful" pop-up when cooking completes would be a good start to making things a little friendlier.

                            -WM
                            Workshop: My Workshop
                            ARK Modding Discord Admin: Join here!

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                              Hello SW and Modders,

                              I've been trying to code and make some of the 'placement' variables/bools in my primal item structure editable through INI Configuration. I was able to setup my graph with some help from Jslay and Mezzo (Thank you so much!)
                              Click image for larger version

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                              Basically I have the "Allow Attach to Saddle" (Off) and "Prevent Attach to Saddle" (On) in the default primal structure BP to prevent placement of these structures on saddles. I've received multiple requests to add options in the GUS.ini file so they can enable placement of the primal structures on saddle platforms again. I was able to get the green structure placeholder to appear on the saddle but when I tried to place the structure it would show the destructible mesh but won't consume the primal item in the inventory as if the structure didn't place:



                              I could be doing something wrong. Is there anyway to have access to the placement function or more control of structures?
                              My Mods: IBG Mod Pack | Tranquilizer Weapons Mod | Paint Mixer | BallistasPLUS | Admin WOMD | Mega Mortar & Forge | Medic Kit (PVP)

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                                Could you show how the first person dino view is done as seen in the Survival Devolved trailer? I would love to add something like that in my mod and i know someone else is interested in this too.
                                Check out my ARK Mod Play As Dino!

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